BASIC RULES & THE FIELD OF PLAY
The basic aim is naturally to score more
points than your opponents. Points are
scored in Rugby League on the following
basis:
Try - 4 points
A try is scored when the ball is grounded
over the try line of the opposing team.
Conversion - 2 points
Following a try a team is given an extra
opportunity to score points by kicking
the ball from a position directly related to
where the try was scored. To score these
‘extra’ two points, the kicker must get the
ball through the uprights of the posts and
above the crossbar.
Drop goal - 1 point
Scored by drop kicking the ball so that it
passes between the posts and above the
crossbar.
Penalty goal - 2 points
After an infringement, the team awarded
a penalty can take a kick at goal and will
gain two points if successful.

The game starts with a kick-off as one
team kicks the ball into the opposition
half and then attempts to gain possession.
The team in possession then attempt to
move the ball up the pitch by passing it to
hand or kicking it.
There are rules concerning how the ball
must be passed and for how long teams
are able to keep possession before it
passes to their opponents. The most basic
rules are:

• The ball when passed by hand has to
be passed backwards.

• Player can pass the ball as many times

as they like until one of them is tackled
(brought down legally and held) in
possession.

Teams have possession of the ball for six
tackles or plays. On the sixth play, teams
usually elect to kick the ball long down the
field to gain territory. If they do not kick,
after the sixth tackle the ball is ‘handed
over’ to the other team.
When tackled, the ball carrier plays the ball
backwards by foot along the ground to a
teammate behind them.
When a player has been tackled, his
opponent must release him to enable him
to play the ball.

/ 6 /

A scrum, consisting of six players per
team is used to re-start the game after
the ball has been ‘knocked-on’ or fumbled
forward or when a forward pass has
occurred. A scrum is also formed when a
player is tackled into touch or when the
ball is kicked into touch. Scrums are not
contested like they are in Rugby Union.
Players can be ruled offside if they are in
front of a teammate who is in possession
and they are deemed to be interfering with
play. Players are not allowed to touch the
ball if they were further up the field than a
teammate who has kicked the ball upfield
i.e. only players who are behind the player
kicking the ball are allowed to touch it.
Penalties can be awarded in other
circumstances such as high tackles, hitting
an opponent, tripping, kicking the ball
when a player is attempting to pick it up,
using foul or abusive language. Offenders
can be given a yellow or red card, a yellow
resulting in a 10 minute spell in the sin-bin
to cool off.
There are of course a number of other
laws and rules in Rugby League that we
haven’t covered here in our attempt not to
baffle you from the outset, but the more
you watch or play the game, the more clear
these other rules will become. Good luck
getting to grips with Rugby League.

/ GL OSSARY / AN I NT RODUC T I O N T O R U G B Y LE A G U E /

68 m

6- 11m

100m

HALF WAY LINE

/ 7 /

RUGBY LEAGUE VS RUGBY UNION
Union is more about territory than having
the ball - as there is always a chance to
turn it over in a ruck.
Itâ&#x20AC;&#x2122;s more of a kicking game, as there are
more points available for a drop goal.
Why League?
Rugby League is a faster game, with the
two flankers taken out to open up the
attacking lanes. Tries are scored because
of this, and the limit in tackles pressures
the offensive team to penetrate the
opposing defence quickly and efficiently.

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POSITIONS
Full-Back (1)
A full-back is often the most complete
player on the team. The full-back is usually
the last line of defence and often the first
player making the break in attack. They
need the safest hands in the team.
They are responsible for catching the
opposition’s high and testing kicks in
attack. A full-back can suddenly turn
defence into attack, make important lastditch tackles and make the extra
man in attack.
Wing (2 & 5)
Speed is what the winger is all about - and
you need plenty of it. But to be a truly
dependable winger, you need to pick up
those difficult passes in tight spaces.
So as well as the speed of a sprinter, you
need hands like glue - the ball needs to
stick to you every time you get it.
But don’t think you’re only responsibility
is in attack. Often the winger can be the
last line of defence, so you need to be able
to make those important tackles
when they count.
Centre (3 & 4)
The centre is always in the thick of things,
whether in attack or defence. They should
be comfortable creating space for wingers
as well as making that last-ditch tackle.
Centres can expect to do plenty of running
up and down the pitch.
Stand-Off (6)
The stand-off is the brains of the team - the
player who makes the important decisions
in attacks. A brilliant stand-off has the
kicking skills of an international footballer.
Whether it be a place kick, a drop kick or

just a plain old punt, the stand-off needs to
make every kick count.
They also need to be as good a passer
as their half-back partner, the scrum-half.
They also have to make the big tackles
under pressure when it counts.
Scrum-Half (7)
The scrum-half is the link between the
forwards and the backs. They can expect to
make plenty of passes to team-mates.
Scrum-halfs need to have the safest
pair of hands on the team - as well as a
brilliant rugby league brain. They are the
player who makes the important passes,
and need to make the right pass at the
right time. The scrum-half is the player who
feeds the ball into the scrum.
Prop Forward (8 & 10)
Front row forwards must enjoy bashing
their way through tackles and making big
tackles when they count.
They are also the first line in the scrum,
so can expect plenty of tussles and battles
with their opposite number. As always, they
need excellent ball handling skills and a
good rugby league brain.
Hooker (9)
The hooker probably makes more contact
with the ball than any other player on the
field. They often are the players who act
as the dummy half after a play the ball,
swinging the passes out or breaking down
the opposition’s defence.
As the centre of the scrum, the hooker
is the player whose job it is to win the ball
from the scrum-half’s feed. Then, on top of
that, they are expected to make plenty of
tackles when they matter.
/ 11 /

Second Row (11 & 12)
Like the prop forwards, the second
rows get stuck in at the deep end.
Making tackles and breaking down the
opposition’s defence are two things every
second rower loves doing.
On top of that, they are also an
important part of the scrum, providing the
power behind the front row. As always, a
good pair of hands and a good engine are
required to be a quality second row.
Loose Forward (13)
The loose forward will always be found
in the thick of the action. It is a job that
requires plenty of running, so they need to
be super fit.
Not only that, loose forwards have
to have excellent handling skills and
a defence as tough as iron. They will
generally top the tackle count at the end
of the game. And as the last man in the
scrum, it is the responsibility of the loose
forward to make sure the ball is available
for the scrum-half.
Interchange (14, 15, 16, 17)
If a player is injured or just not playing
well enough, they can be replaced by a
substitute, called an interchange.
Each team has four interchange
replacements to choose from and can they
come on at anytime during the game. Most
interchanges are tactical, but they can
also come on for any player who has been
sent to the blood bin with an injury. But the
interchange cannot replace any player who
has been sent to the sin-bin.

Although there are 14 teams in the Super
League, the teams are only distributed in
5 different counties in the UK - with the
exception of the French team Catalan
Dragons.
Rugby League has always been a mostly
Northern sport, demonstrated here, and
it gives the sport enthusiast a variety of
venues to choose from, regarding they’re
located in the ‘Rugby League hotspots’.

When a ball strikes a player who makes no
attempt to play at the ball.

Acting Half Back

The person behind the play the ball
situation (also referred to as dummy half).

Advantage

Allowing the advantage means allowing
play to proceed if it is to the advantage of
the team which has not committed an
offence or infringement.

Attacking Team

The team, which at the time has a
territorial advantage. If a scrum is to be
formed on the halfway line the team which
last touched the ball before it went out of
play is the attacking team.

Back

As applied to a player means one who is
not taking part in the scrum.

Ball Back

To form a scrum where the ball was
kicked from after it has entered the touch
on the full.

Behind

hen applied to a player means, unless
W
otherwise stated, that both feet are behind
the position in question. Similarly ‘in front
of’ means nearer to one’s opponent’s
goal line

Charging Down

locking the path of the ball with hands,
B
arm or body as it rises from an
opponent’s kick.

Chip Kick

A short weighted kick usually over the top
of the defensive line.

Converting a Try

The act of kicking a goal following the
scoring of a try.

Corner Post

A post surmounted by a flag placed at
the intersection of each touch line and
goal line. The post shall be of non rigid
material and shall not be less than 1.25m
high. The corner posts are touch in goal.

Counter Attack

The opportunity to launch an
attack after a period of defending.

B
D

Behind Ball

A ball which is passed behind one optional
runner to another.

Blindside

Means the side of the scrum or of the play
the ball nearer to touch.

Bomb

Refers to a high kick.

Breach

Any accidental or deliberate
non-compliance with the rules.

Dead Ball

The ball is out of play.

Defending Team

Is the team opposing the attacking team.

Differential Penalty Differs in one respect from a Penalty Kick
in that a goal cannot be scored from it.
Double Marker

T he two players allowed to oppose the
‘play the balls’ situation.

Drag and Drop

‘Drag’ is to run and pull a defender out of
position, ‘drop’ is the pass made to a
player running a ‘hook line’.

Drift
A running line ‘drifting’ across your
opponent.
Drop Goal

/ 22 /

Sometimes referred to as a Field Goal,
is a goal scored by propelling the ball over
the crossbar by drop kicking it.

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G
Drop Out

A drop kick from between the posts
or from the centre of the 20 metre line
when bringing the ball back into play.

Dummy

The pretence of passing or otherwise
releasing the ball while still retaining
possession of it.

Dummy Half

T he person behind the play the ball
situation (also referred to as acting
half back).

General Play

efers to all aspects of play after a match
R
has been started or restarted by a Place
Kick, Drop Out, Penalty Kick, Free Kick
or Scrum.

Goal

T he act of converting either a try or
penalty kick.

Grounding the Ball

) Placing the ball on the ground with
a
hand or hands, or b) Exerting downward
pressure on the ball with hand or arm,
the ball itself being on the ground, or c)
Dropping on the ball and covering it with
part of the body above the waist and
below the neck, the ball itself being on
the ground.

Grubber Kick

kick into the ground that rolls point over
A
point along the floor.

F
Face Ball

A ball that is passed across the front of
one optional runner to another.

Field of Play

The area bounded by, but not including,
the touch lines and goal lines

Forward

In a direction towards the
opponents dead ball line. As applied to a
player it means one who is at the time
packing down in the scrum.

Forward Pass

A throw towards the opponentâ&#x20AC;&#x2122;s dead
ball line.

Foul Play

Refers to the various types of misconduct
resulting in infringements of the Laws of
the Game.

Free Kick

The kick awarded to the team, which
kicks into touch from a penalty kick. The
kick is taken 10 metres in from touch
opposite the point of entry into touch.
The ball may be kicked in any manner in
any direction but a goal cannot be scored
from it, nor can ground be gained by
kicking into touch on the full.

Full Time

The end of the game. Also referred
to as No-side.

H
Half Time

The end of the first half of the game.

Hand Over

T he surrendering of the ball to the
opposition after a team has been tackled
the statutory number of successive times.

Heel

hen a player propels the ball behind
W
him/her with the sole or heel of
his/her foot.

Hook

T he act of the hooker when he strikes with
a foot for the ball in the scrum.

Hook Line

running line to receive the ball inside the
A
ball carrier that is running across the face
of the defence.

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I

O

In-Goal

T he area bounded by the goal line, touchin-goal lines and dead ball line.

Obstruction

T he illegal act of impeding an opponent
who does not have the ball.

In Possession

To be holding or carrying the ball.

Offloading

Passing the ball out of the tackle.

Inside Ball

efers to a pass being turned back inside,
R
opposite to the direction in which the ball
was traveling.

Off Side

pplied to a player that is temporarily out
A
of play and may be penalised if he/she
joins in the game.

On Side

Means that a player is not off-side.

Open Side

T he side of the scrum or the play the ball
further from touch.

On the Full

T he ball is kicked over a given line or is
caught by a player without first coming into
contact with the ground or another player.

K
Kick

Imparting motion to the ball with any part
of the leg (except the heel) from the knee
to toe inclusive.

Kick-Off

T he method of starting each half of the
game.

Out of Play

Knock On

T o knock the ball towards the opponentâ&#x20AC;&#x2122;s
dead ball line with hand or arm.

efers to a player out of play at the restart
R
of play.

Overload

etting more players around the ball than
G
the opposition.

L
Loose Arm

n offence by the hooker if he/she does
A
not pack into the scrum with both arms
around the neck of the prop and front row
forward.

Loose Ball

hen during play the ball is not held by a
W
player and not being scrimmaged.

P
Pack

efers collectively to the forwards of any
R
one team. To pack down means to form
a scrum.

Pass

throw of the ball from one player
A
to another.

Penalise

T o award a penalty kick against an
offending player.

Penalty Kick

warded upon infringement to the non
A
offending team.

Place Kick

T o kick the ball after it as been placed on
the ground for that purpose.

M
Mark

T he point at which a penalty kicks or free
kick is awarded or a scrum formed.

Mutual Infringement T he reason for the stoppage in play is not
the fault of either team.

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T
Playing Area

T he area enclosed by the fence, or other
such line demarcation, which prevents
encroachment of spectators.

Playing Field

T he area bounded by, but not including the
touchlines and dead ball lines.

Play the Ball

T he act of bringing the ball into play after
a tackle.

Pop Pass

A short weighted pass.

Prop

T he front row forward nearest to the scrum
half putting the ball into the scrum.

Punt

kick whereby the ball is dropped from
A
the hand or hands and is kicked before it
touches the ground.

Put-In

lso known as ‘feeding the scrum’ is the
A
rolling of the ball into the scrum.

T he act of bringing the ball carrier
(opposing player) to ground.

Touch Down

In the grounding of the ball by a defending
player in his/her own in goal.

Touching the Ball

In all aspects of play ‘touching the ball’
refers to deliberately playing at the ball.

Try

In the grounding of the ball by a attacking
player in their opponents in goal area.

Twenty Metre Restart A kick taken at the centre of the 20 metre
line to restart play, the ball may be kicked
in any manner and in any direction.

U

R
Ruck

Tackle

Upright Tackle

here a player in possession is effectively
W
tackled without being brought to the
ground.

Unload the Tackle

etting off an opponent after making
G
a tackle.

efers to all players involved in and around
R
the tackle and subsequent play the ball.

V
S

Voluntary Tackle

Scrum

here a team loses the advantage of the
W
‘Loose Head’ and ‘Put-In’ the scrum is said
to be awarded against the team.

Static Passing

Passing whilst in a stationary position.

Strike

s applied to the foot means to attempt to
A
secure possession of the ball, usually by
heeling it, in a scrum.

Switch

hanging the direction of a pass or the
C
direction of play.

here a player in possession voluntarily
W
stops play when not effectively tackled.